//====== Copyright Valve Corporation, All rights reserved. ====================
//
// Purpose: misc networking utilities
//
//=============================================================================

#ifndef STEAMNETWORKINGTYPES
#define STEAMNETWORKINGTYPES
#pragma once

#include <string.h>
#include <stdint.h>
#include "steamtypes.h"
#include "steamclientpublic.h"

//-----------------------------------------------------------------------------
// SteamNetworkingSockets config.
#if !defined(STEAMNETWORKINGSOCKETS_STANDALONELIB) && !defined(STEAMNETWORKINGSOCKETS_STEAMAPI)
	#define STEAMNETWORKINGSOCKETS_STEAMAPI
#endif
//-----------------------------------------------------------------------------

#ifdef NN_NINTENDO_SDK // We always static link on Nintendo
	#define STEAMNETWORKINGSOCKETS_STATIC_LINK
#endif
#if defined( STEAMNETWORKINGSOCKETS_STATIC_LINK )
	#define STEAMNETWORKINGSOCKETS_INTERFACE extern "C"
#elif defined( STEAMNETWORKINGSOCKETS_FOREXPORT )
	#ifdef _WIN32
		#define STEAMNETWORKINGSOCKETS_INTERFACE extern "C" __declspec( dllexport )
	#else
		#define STEAMNETWORKINGSOCKETS_INTERFACE extern "C" __attribute__((visibility("default")))
	#endif
#else
	#ifdef _WIN32
		#define STEAMNETWORKINGSOCKETS_INTERFACE extern "C" __declspec( dllimport )
	#else
		#define STEAMNETWORKINGSOCKETS_INTERFACE extern "C"
	#endif
#endif

#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error "Must define VALVE_CALLBACK_PACK_SMALL or VALVE_CALLBACK_PACK_LARGE"
#endif

struct SteamDatagramRelayAuthTicket;
struct SteamDatagramHostedAddress;
struct SteamDatagramGameCoordinatorServerLogin;
struct SteamNetConnectionStatusChangedCallback_t;
struct SteamNetAuthenticationStatus_t;
struct SteamRelayNetworkStatus_t;
struct SteamNetworkingMessagesSessionRequest_t;
struct SteamNetworkingMessagesSessionFailed_t;
struct SteamNetworkingFakeIPResult_t;

typedef void (*FnSteamNetConnectionStatusChanged)( SteamNetConnectionStatusChangedCallback_t * );
typedef void (*FnSteamNetAuthenticationStatusChanged)( SteamNetAuthenticationStatus_t * );
typedef void (*FnSteamRelayNetworkStatusChanged)(SteamRelayNetworkStatus_t *);
typedef void (*FnSteamNetworkingMessagesSessionRequest)(SteamNetworkingMessagesSessionRequest_t *);
typedef void (*FnSteamNetworkingMessagesSessionFailed)(SteamNetworkingMessagesSessionFailed_t *);
typedef void (*FnSteamNetworkingFakeIPResult)(SteamNetworkingFakeIPResult_t *);

/// Handle used to identify a connection to a remote host.
typedef uint32 HSteamNetConnection;
const HSteamNetConnection k_HSteamNetConnection_Invalid = 0;

/// Handle used to identify a "listen socket".  Unlike traditional
/// Berkeley sockets, a listen socket and a connection are two
/// different abstractions.
typedef uint32 HSteamListenSocket;
const HSteamListenSocket k_HSteamListenSocket_Invalid = 0;

/// Handle used to identify a poll group, used to query many
/// connections at once efficiently.
typedef uint32 HSteamNetPollGroup;
const HSteamNetPollGroup k_HSteamNetPollGroup_Invalid = 0;

/// Max length of diagnostic error message
const int k_cchMaxSteamNetworkingErrMsg = 1024;

/// Used to return English-language diagnostic error messages to caller.
/// (For debugging or spewing to a console, etc.  Not intended for UI.)
typedef char SteamNetworkingErrMsg[ k_cchMaxSteamNetworkingErrMsg ];

/// Identifier used for a network location point of presence.  (E.g. a Valve data center.)
/// Typically you won't need to directly manipulate these.
typedef uint32 SteamNetworkingPOPID;

/// A local timestamp.  You can subtract two timestamps to get the number of elapsed
/// microseconds.  This is guaranteed to increase over time during the lifetime
/// of a process, but not globally across runs.  You don't need to worry about
/// the value wrapping around.  Note that the underlying clock might not actually have
/// microsecond resolution.
typedef int64 SteamNetworkingMicroseconds;

/// Describe the status of a particular network resource
enum ESteamNetworkingAvailability
{
	// Negative values indicate a problem.
	//
	// In general, we will not automatically retry unless you take some action that
	// depends on of requests this resource, such as querying the status, attempting
	// to initiate a connection, receive a connection, etc.  If you do not take any
	// action at all, we do not automatically retry in the background.
	k_ESteamNetworkingAvailability_CannotTry = -102,		// A dependent resource is missing, so this service is unavailable.  (E.g. we cannot talk to routers because Internet is down or we don't have the network config.)
	k_ESteamNetworkingAvailability_Failed = -101,			// We have tried for enough time that we would expect to have been successful by now.  We have never been successful
	k_ESteamNetworkingAvailability_Previously = -100,		// We tried and were successful at one time, but now it looks like we have a problem

	k_ESteamNetworkingAvailability_Retrying = -10,		// We previously failed and are currently retrying

	// Not a problem, but not ready either
	k_ESteamNetworkingAvailability_NeverTried = 1,		// We don't know because we haven't ever checked/tried
	k_ESteamNetworkingAvailability_Waiting = 2,			// We're waiting on a dependent resource to be acquired.  (E.g. we cannot obtain a cert until we are logged into Steam.  We cannot measure latency to relays until we have the network config.)
	k_ESteamNetworkingAvailability_Attempting = 3,		// We're actively trying now, but are not yet successful.

	k_ESteamNetworkingAvailability_Current = 100,			// Resource is online/available


	k_ESteamNetworkingAvailability_Unknown = 0,			// Internal dummy/sentinel, or value is not applicable in this context
	k_ESteamNetworkingAvailability__Force32bit = 0x7fffffff,
};

//
// Describing network hosts
//

/// Different methods of describing the identity of a network host
enum ESteamNetworkingIdentityType
{
	// Dummy/empty/invalid.
	// Please note that if we parse a string that we don't recognize
	// but that appears reasonable, we will NOT use this type.  Instead
	// we'll use k_ESteamNetworkingIdentityType_UnknownType.
	k_ESteamNetworkingIdentityType_Invalid = 0,

	//
	// Basic platform-specific identifiers.
	//
	k_ESteamNetworkingIdentityType_SteamID = 16, // 64-bit CSteamID
	k_ESteamNetworkingIdentityType_XboxPairwiseID = 17, // Publisher-specific user identity, as string
	k_ESteamNetworkingIdentityType_SonyPSN = 18, // 64-bit ID
	k_ESteamNetworkingIdentityType_GoogleStadia = 19, // 64-bit ID
	//k_ESteamNetworkingIdentityType_NintendoNetworkServiceAccount,
	//k_ESteamNetworkingIdentityType_EpicGameStore
	//k_ESteamNetworkingIdentityType_WeGame

	//
	// Special identifiers.
	//

	// Use their IP address (and port) as their "identity".
	// These types of identities are always unauthenticated.
	// They are useful for porting plain sockets code, and other
	// situations where you don't care about authentication.  In this
	// case, the local identity will be "localhost",
	// and the remote address will be their network address.
	//
	// We use the same type for either IPv4 or IPv6, and
	// the address is always store as IPv6.  We use IPv4
	// mapped addresses to handle IPv4.
	k_ESteamNetworkingIdentityType_IPAddress = 1,

	// Generic string/binary blobs.  It's up to your app to interpret this.
	// This library can tell you if the remote host presented a certificate
	// signed by somebody you have chosen to trust, with this identity on it.
	// It's up to you to ultimately decide what this identity means.
	k_ESteamNetworkingIdentityType_GenericString = 2,
	k_ESteamNetworkingIdentityType_GenericBytes = 3,

	// This identity type is used when we parse a string that looks like is a
	// valid identity, just of a kind that we don't recognize.  In this case, we
	// can often still communicate with the peer!  Allowing such identities
	// for types we do not recognize useful is very useful for forward
	// compatibility.
	k_ESteamNetworkingIdentityType_UnknownType = 4,

	// Make sure this enum is stored in an int.
	k_ESteamNetworkingIdentityType__Force32bit = 0x7fffffff,
};

/// "Fake IPs" are assigned to hosts, to make it easier to interface with
/// older code that assumed all hosts will have an IPv4 address
enum ESteamNetworkingFakeIPType
{
	k_ESteamNetworkingFakeIPType_Invalid, // Error, argument was not even an IP address, etc.
	k_ESteamNetworkingFakeIPType_NotFake, // Argument was a valid IP, but was not from the reserved "fake" range
	k_ESteamNetworkingFakeIPType_GlobalIPv4, // Globally unique (for a given app) IPv4 address.  Address space managed by Steam
	k_ESteamNetworkingFakeIPType_LocalIPv4, // Locally unique IPv4 address.  Address space managed by the local process.  For internal use only; should not be shared!

	k_ESteamNetworkingFakeIPType__Force32Bit = 0x7fffffff
};

#pragma pack(push,1)

/// Store an IP and port.  IPv6 is always used; IPv4 is represented using
/// "IPv4-mapped" addresses: IPv4 aa.bb.cc.dd => IPv6 ::ffff:aabb:ccdd
/// (RFC 4291 section 2.5.5.2.)
struct SteamNetworkingIPAddr
{
	void Clear(); // Set everything to zero.  E.g. [::]:0
	bool IsIPv6AllZeros() const;  // Return true if the IP is ::0.  (Doesn't check port.)
	void SetIPv6( const uint8 *ipv6, uint16 nPort ); // Set IPv6 address.  IP is interpreted as bytes, so there are no endian issues.  (Same as inaddr_in6.)  The IP can be a mapped IPv4 address
	void SetIPv4( uint32 nIP, uint16 nPort ); // Sets to IPv4 mapped address.  IP and port are in host byte order.
	bool IsIPv4() const; // Return true if IP is mapped IPv4
	uint32 GetIPv4() const; // Returns IP in host byte order (e.g. aa.bb.cc.dd as 0xaabbccdd).  Returns 0 if IP is not mapped IPv4.
	void SetIPv6LocalHost( uint16 nPort = 0); // Set to the IPv6 localhost address ::1, and the specified port.
	bool IsLocalHost() const; // Return true if this identity is localhost.  (Either IPv6 ::1, or IPv4 127.0.0.1)

	// Max length of the buffer needed to hold IP formatted using ToString, including '\0'
	// ([0123:4567:89ab:cdef:0123:4567:89ab:cdef]:12345)
	enum { k_cchMaxString = 48 };

	/// Print to a string, with or without the port.  Mapped IPv4 addresses are printed
	/// as dotted decimal (12.34.56.78), otherwise this will print the canonical
	/// form according to RFC5952.  If you include the port, IPv6 will be surrounded by
	/// brackets, e.g. [::1:2]:80.  Your buffer should be at least k_cchMaxString bytes
	/// to avoid truncation
	///
	/// See also SteamNetworkingIdentityRender
	inline void ToString( char *buf, size_t cbBuf, bool bWithPort ) const;

	/// Parse an IP address and optional port.  If a port is not present, it is set to 0.
	/// (This means that you cannot tell if a zero port was explicitly specified.)
	inline bool ParseString( const char *pszStr );

	/// RFC4038, section 4.2
	struct IPv4MappedAddress {
		uint64 m_8zeros;
		uint16 m_0000;
		uint16 m_ffff;
		uint8 m_ip[ 4 ]; // NOTE: As bytes, i.e. network byte order
	};

	union
	{
		uint8 m_ipv6[ 16 ];
		IPv4MappedAddress m_ipv4;
	};
	uint16 m_port; // Host byte order

	/// See if two addresses are identical
	bool operator==(const SteamNetworkingIPAddr &x ) const;

	/// Classify address as FakeIP.  This function never returns
	/// k_ESteamNetworkingFakeIPType_Invalid.
	ESteamNetworkingFakeIPType GetFakeIPType() const;

	/// Return true if we are a FakeIP
	bool IsFakeIP() const { return GetFakeIPType() > k_ESteamNetworkingFakeIPType_NotFake; }
};

/// An abstract way to represent the identity of a network host.  All identities can
/// be represented as simple string.  Furthermore, this string representation is actually
/// used on the wire in several places, even though it is less efficient, in order to
/// facilitate forward compatibility.  (Old client code can handle an identity type that
/// it doesn't understand.)
struct SteamNetworkingIdentity
{
	/// Type of identity.
	ESteamNetworkingIdentityType m_eType;

	//
	// Get/Set in various formats.
	//

	void Clear();
	bool IsInvalid() const; // Return true if we are the invalid type.  Does not make any other validity checks (e.g. is SteamID actually valid)

	void SetSteamID( CSteamID steamID );
	CSteamID GetSteamID() const; // Return black CSteamID (!IsValid()) if identity is not a SteamID
	void SetSteamID64( uint64 steamID ); // Takes SteamID as raw 64-bit number
	uint64 GetSteamID64() const; // Returns 0 if identity is not SteamID

	bool SetXboxPairwiseID( const char *pszString ); // Returns false if invalid length
	const char *GetXboxPairwiseID() const; // Returns nullptr if not Xbox ID

	void SetPSNID( uint64 id );
	uint64 GetPSNID() const; // Returns 0 if not PSN

	// removed in sdk v1.61
	void SetStadiaID( uint64 id );
	// removed in sdk v1.61
	uint64 GetStadiaID() const; // Returns 0 if not Stadia

	void SetIPAddr( const SteamNetworkingIPAddr &addr ); // Set to specified IP:port
	const SteamNetworkingIPAddr *GetIPAddr() const; // returns null if we are not an IP address.
	void SetIPv4Addr( uint32 nIPv4, uint16 nPort ); // Set to specified IPv4:port
	uint32 GetIPv4() const; // returns 0 if we are not an IPv4 address.

	ESteamNetworkingFakeIPType GetFakeIPType() const;
	bool IsFakeIP() const { return GetFakeIPType() > k_ESteamNetworkingFakeIPType_NotFake; }

	// "localhost" is equivalent for many purposes to "anonymous."  Our remote
	// will identify us by the network address we use.
	void SetLocalHost(); // Set to localhost.  (We always use IPv6 ::1 for this, not 127.0.0.1)
	bool IsLocalHost() const; // Return true if this identity is localhost.

	bool SetGenericString( const char *pszString ); // Returns false if invalid length
	const char *GetGenericString() const; // Returns nullptr if not generic string type

	bool SetGenericBytes( const void *data, size_t cbLen ); // Returns false if invalid size.
	const uint8 *GetGenericBytes( int &cbLen ) const; // Returns null if not generic bytes type

	/// See if two identities are identical
	bool operator==(const SteamNetworkingIdentity &x ) const;

	/// Print to a human-readable string.  This is suitable for debug messages
	/// or any other time you need to encode the identity as a string.  It has a
	/// URL-like format (type:<type-data>).  Your buffer should be at least
	/// k_cchMaxString bytes big to avoid truncation.
	///
	/// See also SteamNetworkingIPAddrRender
	void ToString( char *buf, size_t cbBuf ) const;

	/// Parse back a string that was generated using ToString.  If we don't understand the
	/// string, but it looks "reasonable" (it matches the pattern type:<type-data> and doesn't
	/// have any funky characters, etc), then we will return true, and the type is set to
	/// k_ESteamNetworkingIdentityType_UnknownType.  false will only be returned if the string
	/// looks invalid.
	bool ParseString( const char *pszStr );

	// Max sizes
	enum {
		k_cchMaxString = 128, // Max length of the buffer needed to hold any identity, formatted in string format by ToString
		k_cchMaxGenericString = 32, // Max length of the string for generic string identities.  Including terminating '\0'
		k_cchMaxXboxPairwiseID = 33, // Including terminating '\0'
		k_cbMaxGenericBytes = 32,
	};

	//
	// Internal representation.  Don't access this directly, use the accessors!
	//
	// Number of bytes that are relevant below.  This MUST ALWAYS be
	// set.  (Use the accessors!)  This is important to enable old code to work
	// with new identity types.
	int m_cbSize;
	union {
		uint64 m_steamID64;
		uint64 m_PSNID;
		uint64 m_stadiaID; // removed in sdk v1.61
		char m_szGenericString[ k_cchMaxGenericString ];
		char m_szXboxPairwiseID[ k_cchMaxXboxPairwiseID ];
		uint8 m_genericBytes[ k_cbMaxGenericBytes ];
		char m_szUnknownRawString[ k_cchMaxString ];
		SteamNetworkingIPAddr m_ip;
		uint32 m_reserved[ 32 ]; // Pad structure to leave easy room for future expansion
	};
};
#pragma pack(pop)

//
// Connection status
//

/// High level connection status
enum ESteamNetworkingConnectionState
{

	/// Dummy value used to indicate an error condition in the API.
	/// Specified connection doesn't exist or has already been closed.
	k_ESteamNetworkingConnectionState_None = 0,

	/// We are trying to establish whether peers can talk to each other,
	/// whether they WANT to talk to each other, perform basic auth,
	/// and exchange crypt keys.
	///
	/// - For connections on the "client" side (initiated locally):
	///   We're in the process of trying to establish a connection.
	///   Depending on the connection type, we might not know who they are.
	///   Note that it is not possible to tell if we are waiting on the
	///   network to complete handshake packets, or for the application layer
	///   to accept the connection.
	///
	/// - For connections on the "server" side (accepted through listen socket):
	///   We have completed some basic handshake and the client has presented
	///   some proof of identity.  The connection is ready to be accepted
	///   using AcceptConnection().
	///
	/// In either case, any unreliable packets sent now are almost certain
	/// to be dropped.  Attempts to receive packets are guaranteed to fail.
	/// You may send messages if the send mode allows for them to be queued.
	/// but if you close the connection before the connection is actually
	/// established, any queued messages will be discarded immediately.
	/// (We will not attempt to flush the queue and confirm delivery to the
	/// remote host, which ordinarily happens when a connection is closed.)
	k_ESteamNetworkingConnectionState_Connecting = 1,

	/// Some connection types use a back channel or trusted 3rd party
	/// for earliest communication.  If the server accepts the connection,
	/// then these connections switch into the rendezvous state.  During this
	/// state, we still have not yet established an end-to-end route (through
	/// the relay network), and so if you send any messages unreliable, they
	/// are going to be discarded.
	k_ESteamNetworkingConnectionState_FindingRoute = 2,

	/// We've received communications from our peer (and we know
	/// who they are) and are all good.  If you close the connection now,
	/// we will make our best effort to flush out any reliable sent data that
	/// has not been acknowledged by the peer.  (But note that this happens
	/// from within the application process, so unlike a TCP connection, you are
	/// not totally handing it off to the operating system to deal with it.)
	k_ESteamNetworkingConnectionState_Connected = 3,

	/// Connection has been closed by our peer, but not closed locally.
	/// The connection still exists from an API perspective.  You must close the
	/// handle to free up resources.  If there are any messages in the inbound queue,
	/// you may retrieve them.  Otherwise, nothing may be done with the connection
	/// except to close it.
	///
	/// This stats is similar to CLOSE_WAIT in the TCP state machine.
	k_ESteamNetworkingConnectionState_ClosedByPeer = 4,

	/// A disruption in the connection has been detected locally.  (E.g. timeout,
	/// local internet connection disrupted, etc.)
	///
	/// The connection still exists from an API perspective.  You must close the
	/// handle to free up resources.
	///
	/// Attempts to send further messages will fail.  Any remaining received messages
	/// in the queue are available.
	k_ESteamNetworkingConnectionState_ProblemDetectedLocally = 5,

//
// The following values are used internally and will not be returned by any API.
// We document them here to provide a little insight into the state machine that is used
// under the hood.
//

	/// We've disconnected on our side, and from an API perspective the connection is closed.
	/// No more data may be sent or received.  All reliable data has been flushed, or else
	/// we've given up and discarded it.  We do not yet know for sure that the peer knows
	/// the connection has been closed, however, so we're just hanging around so that if we do
	/// get a packet from them, we can send them the appropriate packets so that they can
	/// know why the connection was closed (and not have to rely on a timeout, which makes
	/// it appear as if something is wrong).
	k_ESteamNetworkingConnectionState_FinWait = -1,

	/// We've disconnected on our side, and from an API perspective the connection is closed.
	/// No more data may be sent or received.  From a network perspective, however, on the wire,
	/// we have not yet given any indication to the peer that the connection is closed.
	/// We are in the process of flushing out the last bit of reliable data.  Once that is done,
	/// we will inform the peer that the connection has been closed, and transition to the
	/// FinWait state.
	///
	/// Note that no indication is given to the remote host that we have closed the connection,
	/// until the data has been flushed.  If the remote host attempts to send us data, we will
	/// do whatever is necessary to keep the connection alive until it can be closed properly.
	/// But in fact the data will be discarded, since there is no way for the application to
	/// read it back.  Typically this is not a problem, as application protocols that utilize
	/// the lingering functionality are designed for the remote host to wait for the response
	/// before sending any more data.
	k_ESteamNetworkingConnectionState_Linger = -2, 

	/// Connection is completely inactive and ready to be destroyed
	k_ESteamNetworkingConnectionState_Dead = -3,

	k_ESteamNetworkingConnectionState__Force32Bit = 0x7fffffff
};

/// Enumerate various causes of connection termination.  These are designed to work similar
/// to HTTP error codes: the numeric range gives you a rough classification as to the source
/// of the problem.
enum ESteamNetConnectionEnd
{
	// Invalid/sentinel value
	k_ESteamNetConnectionEnd_Invalid = 0,

	//
	// Application codes.  These are the values you will pass to
	// ISteamNetworkingSockets::CloseConnection.  You can use these codes if
	// you want to plumb through application-specific reason codes.  If you don't
	// need this facility, feel free to always pass
	// k_ESteamNetConnectionEnd_App_Generic.
	//
	// The distinction between "normal" and "exceptional" termination is
	// one you may use if you find useful, but it's not necessary for you
	// to do so.  The only place where we distinguish between normal and
	// exceptional is in connection analytics.  If a significant
	// proportion of connections terminates in an exceptional manner,
	// this can trigger an alert.
	//

	// 1xxx: Application ended the connection in a "usual" manner.
	//       E.g.: user intentionally disconnected from the server,
	//             gameplay ended normally, etc
	k_ESteamNetConnectionEnd_App_Min = 1000,
		k_ESteamNetConnectionEnd_App_Generic = k_ESteamNetConnectionEnd_App_Min,
		// Use codes in this range for "normal" disconnection
	k_ESteamNetConnectionEnd_App_Max = 1999,

	// 2xxx: Application ended the connection in some sort of exceptional
	//       or unusual manner that might indicate a bug or configuration
	//       issue.
	// 
	k_ESteamNetConnectionEnd_AppException_Min = 2000,
		k_ESteamNetConnectionEnd_AppException_Generic = k_ESteamNetConnectionEnd_AppException_Min,
		// Use codes in this range for "unusual" disconnection
	k_ESteamNetConnectionEnd_AppException_Max = 2999,

	//
	// System codes.  These will be returned by the system when
	// the connection state is k_ESteamNetworkingConnectionState_ClosedByPeer
	// or k_ESteamNetworkingConnectionState_ProblemDetectedLocally.  It is
	// illegal to pass a code in this range to ISteamNetworkingSockets::CloseConnection
	//

	// 3xxx: Connection failed or ended because of problem with the
	//       local host or their connection to the Internet.
	k_ESteamNetConnectionEnd_Local_Min = 3000,

		// You cannot do what you want to do because you're running in offline mode.
		k_ESteamNetConnectionEnd_Local_OfflineMode = 3001,

		// We're having trouble contacting many (perhaps all) relays.
		// Since it's unlikely that they all went offline at once, the best
		// explanation is that we have a problem on our end.  Note that we don't
		// bother distinguishing between "many" and "all", because in practice,
		// it takes time to detect a connection problem, and by the time
		// the connection has timed out, we might not have been able to
		// actively probe all of the relay clusters, even if we were able to
		// contact them at one time.  So this code just means that:
		//
		// * We don't have any recent successful communication with any relay.
		// * We have evidence of recent failures to communicate with multiple relays.
		k_ESteamNetConnectionEnd_Local_ManyRelayConnectivity = 3002,

		// A hosted server is having trouble talking to the relay
		// that the client was using, so the problem is most likely
		// on our end
		k_ESteamNetConnectionEnd_Local_HostedServerPrimaryRelay = 3003,

		// We're not able to get the SDR network config.  This is
		// *almost* always a local issue, since the network config
		// comes from the CDN, which is pretty darn reliable.
		k_ESteamNetConnectionEnd_Local_NetworkConfig = 3004,

		// Steam rejected our request because we don't have rights
		// to do this.
		k_ESteamNetConnectionEnd_Local_Rights = 3005,

		// ICE P2P rendezvous failed because we were not able to
		// determine our "public" address (e.g. reflexive address via STUN)
		//
		// If relay fallback is available (it always is on Steam), then
		// this is only used internally and will not be returned as a high
		// level failure.
		k_ESteamNetConnectionEnd_Local_P2P_ICE_NoPublicAddresses = 3006,

	k_ESteamNetConnectionEnd_Local_Max = 3999,

	// 4xxx: Connection failed or ended, and it appears that the
	//       cause does NOT have to do with the local host or their
	//       connection to the Internet.  It could be caused by the
	//       remote host, or it could be somewhere in between.
	k_ESteamNetConnectionEnd_Remote_Min = 4000,

		// The connection was lost, and as far as we can tell our connection
		// to relevant services (relays) has not been disrupted.  This doesn't
		// mean that the problem is "their fault", it just means that it doesn't
		// appear that we are having network issues on our end.
		k_ESteamNetConnectionEnd_Remote_Timeout = 4001,

		// Something was invalid with the cert or crypt handshake
		// info you gave me, I don't understand or like your key types,
		// etc.
		k_ESteamNetConnectionEnd_Remote_BadCrypt = 4002,

		// You presented me with a cert that was I was able to parse
		// and *technically* we could use encrypted communication.
		// But there was a problem that prevents me from checking your identity
		// or ensuring that somebody int he middle can't observe our communication.
		// E.g.: - the CA key was missing (and I don't accept unsigned certs)
		// - The CA key isn't one that I trust,
		// - The cert doesn't was appropriately restricted by app, user, time, data center, etc.
		// - The cert wasn't issued to you.
		// - etc
		k_ESteamNetConnectionEnd_Remote_BadCert = 4003,

		// These will never be returned
		//k_ESteamNetConnectionEnd_Remote_NotLoggedIn_DEPRECATED = 4004,
		//k_ESteamNetConnectionEnd_Remote_NotRunningApp_DEPRECATED = 4005,

		// Something wrong with the protocol version you are using.
		// (Probably the code you are running is too old.)
		k_ESteamNetConnectionEnd_Remote_BadProtocolVersion = 4006,

		// NAT punch failed failed because we never received any public
		// addresses from the remote host.  (But we did receive some
		// signals form them.)
		//
		// If relay fallback is available (it always is on Steam), then
		// this is only used internally and will not be returned as a high
		// level failure.
		k_ESteamNetConnectionEnd_Remote_P2P_ICE_NoPublicAddresses = 4007,

	k_ESteamNetConnectionEnd_Remote_Max = 4999,

	// 5xxx: Connection failed for some other reason.
	k_ESteamNetConnectionEnd_Misc_Min = 5000,

		// A failure that isn't necessarily the result of a software bug,
		// but that should happen rarely enough that it isn't worth specifically
		// writing UI or making a localized message for.
		// The debug string should contain further details.
		k_ESteamNetConnectionEnd_Misc_Generic = 5001,

		// Generic failure that is most likely a software bug.
		k_ESteamNetConnectionEnd_Misc_InternalError = 5002,

		// The connection to the remote host timed out, but we
		// don't know if the problem is on our end, in the middle,
		// or on their end.
		k_ESteamNetConnectionEnd_Misc_Timeout = 5003,

		//k_ESteamNetConnectionEnd_Misc_RelayConnectivity_DEPRECATED = 5004,

		// There's some trouble talking to Steam.
		k_ESteamNetConnectionEnd_Misc_SteamConnectivity = 5005,

		// A server in a dedicated hosting situation has no relay sessions
		// active with which to talk back to a client.  (It's the client's
		// job to open and maintain those sessions.)
		k_ESteamNetConnectionEnd_Misc_NoRelaySessionsToClient = 5006,

		// While trying to initiate a connection, we never received
		// *any* communication from the peer.
		//k_ESteamNetConnectionEnd_Misc_ServerNeverReplied = 5007,

		// P2P rendezvous failed in a way that we don't have more specific
		// information
		k_ESteamNetConnectionEnd_Misc_P2P_Rendezvous = 5008,

		// NAT punch failed, probably due to NAT/firewall configuration.
		//
		// If relay fallback is available (it always is on Steam), then
		// this is only used internally and will not be returned as a high
		// level failure.
		k_ESteamNetConnectionEnd_Misc_P2P_NAT_Firewall = 5009,

		// Our peer replied that it has no record of the connection.
		// This should not happen ordinarily, but can happen in a few
		// exception cases:
		//
		// - This is an old connection, and the peer has already cleaned
		//   up and forgotten about it.  (Perhaps it timed out and they
		//   closed it and were not able to communicate this to us.)
		// - A bug or internal protocol error has caused us to try to
		//   talk to the peer about the connection before we received
		//   confirmation that the peer has accepted the connection.
		// - The peer thinks that we have closed the connection for some
		//   reason (perhaps a bug), and believes that is it is
		//   acknowledging our closure.
		k_ESteamNetConnectionEnd_Misc_PeerSentNoConnection = 5010,

	k_ESteamNetConnectionEnd_Misc_Max = 5999,

	k_ESteamNetConnectionEnd__Force32Bit = 0x7fffffff
};

/// Max length, in bytes (including null terminator) of the reason string
/// when a connection is closed.
const int k_cchSteamNetworkingMaxConnectionCloseReason = 128;

/// Max length, in bytes (include null terminator) of debug description
/// of a connection.
const int k_cchSteamNetworkingMaxConnectionDescription = 128;

/// Max length of the app's part of the description
const int k_cchSteamNetworkingMaxConnectionAppName = 32;

const int k_nSteamNetworkConnectionInfoFlags_Unauthenticated = 1; // We don't have a certificate for the remote host.
const int k_nSteamNetworkConnectionInfoFlags_Unencrypted = 2; // Information is being sent out over a wire unencrypted (by this library)
const int k_nSteamNetworkConnectionInfoFlags_LoopbackBuffers = 4; // Internal loopback buffers.  Won't be true for localhost.  (You can check the address to determine that.)  This implies k_nSteamNetworkConnectionInfoFlags_FastLAN
const int k_nSteamNetworkConnectionInfoFlags_Fast = 8; // The connection is "fast" and "reliable".  Either internal/localhost (check the address to find out), or the peer is on the same LAN.  (Probably.  It's based on the address and the ping time, this is actually hard to determine unambiguously).
const int k_nSteamNetworkConnectionInfoFlags_Relayed = 16; // The connection is relayed somehow (SDR or TURN).
const int k_nSteamNetworkConnectionInfoFlags_DualWifi = 32; // We're taking advantage of dual-wifi multi-path

/// Describe the state of a connection.
struct SteamNetConnectionInfo_t
{

	/// Who is on the other end?  Depending on the connection type and phase of the connection, we might not know
	SteamNetworkingIdentity m_identityRemote;

	/// Arbitrary user data set by the local application code
	int64 m_nUserData;

	/// Handle to listen socket this was connected on, or k_HSteamListenSocket_Invalid if we initiated the connection
	HSteamListenSocket m_hListenSocket;

	/// Remote address.  Might be all 0's if we don't know it, or if this is N/A.
	/// (E.g. Basically everything except direct UDP connection.)
	SteamNetworkingIPAddr m_addrRemote;
	uint16 m__pad1;

	/// What data center is the remote host in?  (0 if we don't know.)
	SteamNetworkingPOPID m_idPOPRemote;

	/// What relay are we using to communicate with the remote host?
	/// (0 if not applicable.)
	SteamNetworkingPOPID m_idPOPRelay;

	/// High level state of the connection
	ESteamNetworkingConnectionState m_eState;

	/// Basic cause of the connection termination or problem.
	/// See ESteamNetConnectionEnd for the values used
	int m_eEndReason;

	/// Human-readable, but non-localized explanation for connection
	/// termination or problem.  This is intended for debugging /
	/// diagnostic purposes only, not to display to users.  It might
	/// have some details specific to the issue.
	char m_szEndDebug[ k_cchSteamNetworkingMaxConnectionCloseReason ];

	/// Debug description.  This includes the internal connection ID,
	/// connection type (and peer information), and any name
	/// given to the connection by the app.  This string is used in various
	/// internal logging messages.
	///
	/// Note that the connection ID *usually* matches the HSteamNetConnection
	/// handle, but in certain cases with symmetric connections it might not.
	char m_szConnectionDescription[ k_cchSteamNetworkingMaxConnectionDescription ];

	/// Misc flags.  Bitmask of k_nSteamNetworkConnectionInfoFlags_Xxxx
	int m_nFlags;

	/// Internal stuff, room to change API easily
	uint32 reserved[63];
};

/// Quick connection state, pared down to something you could call
/// more frequently without it being too big of a perf hit.
struct SteamNetConnectionRealTimeStatus_t
{

	/// High level state of the connection
	ESteamNetworkingConnectionState m_eState;

	/// Current ping (ms)
	int m_nPing;

	/// Connection quality measured locally, 0...1.  (Percentage of packets delivered
	/// end-to-end in order).
	float m_flConnectionQualityLocal;

	/// Packet delivery success rate as observed from remote host
	float m_flConnectionQualityRemote;

	/// Current data rates from recent history.
	float m_flOutPacketsPerSec;
	float m_flOutBytesPerSec;
	float m_flInPacketsPerSec;
	float m_flInBytesPerSec;

	/// Estimate rate that we believe that we can send data to our peer.
	/// Note that this could be significantly higher than m_flOutBytesPerSec,
	/// meaning the capacity of the channel is higher than you are sending data.
	/// (That's OK!)
	int m_nSendRateBytesPerSecond;

	/// Number of bytes pending to be sent.  This is data that you have recently
	/// requested to be sent but has not yet actually been put on the wire.  The
	/// reliable number ALSO includes data that was previously placed on the wire,
	/// but has now been scheduled for re-transmission.  Thus, it's possible to
	/// observe m_cbPendingReliable increasing between two checks, even if no
	/// calls were made to send reliable data between the checks.  Data that is
	/// awaiting the Nagle delay will appear in these numbers.
	int m_cbPendingUnreliable;
	int m_cbPendingReliable;

	/// Number of bytes of reliable data that has been placed the wire, but
	/// for which we have not yet received an acknowledgment, and thus we may
	/// have to re-transmit.
	int m_cbSentUnackedReliable;

	/// If you queued a message right now, approximately how long would that message
	/// wait in the queue before we actually started putting its data on the wire in
	/// a packet?
	///
	/// In general, data that is sent by the application is limited by the bandwidth
	/// of the channel.  If you send data faster than this, it must be queued and
	/// put on the wire at a metered rate.  Even sending a small amount of data (e.g.
	/// a few MTU, say ~3k) will require some of the data to be delayed a bit.
	/// 
	/// Ignoring multiple lanes, the estimated delay will be approximately equal to
	///
	///		( m_cbPendingUnreliable+m_cbPendingReliable ) / m_nSendRateBytesPerSecond
	///
	/// plus or minus one MTU.  It depends on how much time has elapsed since the last
	/// packet was put on the wire.  For example, the queue might have *just* been emptied,
	/// and the last packet placed on the wire, and we are exactly up against the send
	/// rate limit.  In that case we might need to wait for one packet's worth of time to
	/// elapse before we can send again.  On the other extreme, the queue might have data
	/// in it waiting for Nagle.  (This will always be less than one packet, because as
	/// soon as we have a complete packet we would send it.)  In that case, we might be
	/// ready to send data now, and this value will be 0.
	///
	/// This value is only valid if multiple lanes are not used.  If multiple lanes are
	/// in use, then the queue time will be different for each lane, and you must use
	/// the value in SteamNetConnectionRealTimeLaneStatus_t.
	/// 
	/// Nagle delay is ignored for the purposes of this calculation.
	SteamNetworkingMicroseconds m_usecQueueTime;

	// Internal stuff, room to change API easily
	uint32 reserved[16];
};

#define SteamNetworkingQuickConnectionStatus SteamNetConnectionRealTimeStatus_t

/// Quick status of a particular lane
struct SteamNetConnectionRealTimeLaneStatus_t
{
	// Counters for this particular lane.  See the corresponding variables
	// in SteamNetConnectionRealTimeStatus_t
	int m_cbPendingUnreliable;
	int m_cbPendingReliable;
	int m_cbSentUnackedReliable;
	int _reservePad1; // Reserved for future use

	/// Lane-specific queue time.  This value takes into consideration lane priorities
	/// and weights, and how much data is queued in each lane, and attempts to predict
	/// how any data currently queued will be sent out.
	SteamNetworkingMicroseconds m_usecQueueTime;

	// Internal stuff, room to change API easily
	uint32 reserved[10];
};

#pragma pack( pop )

//
// Network messages
//

/// Max size of a single message that we can SEND.
/// Note: We might be wiling to receive larger messages,
/// and our peer might, too.
const int k_cbMaxSteamNetworkingSocketsMessageSizeSend = 512 * 1024;

/// A message that has been received.
struct SteamNetworkingMessage_t
{

	/// Message payload
	void *m_pData;

	/// Size of the payload.
	int m_cbSize;

	/// For messages received on connections: what connection did this come from?
	/// For outgoing messages: what connection to send it to?
	/// Not used when using the ISteamNetworkingMessages interface
	HSteamNetConnection m_conn;

	/// For inbound messages: Who sent this to us?
	/// For outbound messages on connections: not used.
	/// For outbound messages on the ad-hoc ISteamNetworkingMessages interface: who should we send this to?
	SteamNetworkingIdentity m_identityPeer;

	/// For messages received on connections, this is the user data
	/// associated with the connection.
	///
	/// This is *usually* the same as calling GetConnection() and then
	/// fetching the user data associated with that connection, but for
	/// the following subtle differences:
	///
	/// - This user data will match the connection's user data at the time
	///   is captured at the time the message is returned by the API.
	///   If you subsequently change the userdata on the connection,
	///   this won't be updated.
	/// - This is an inline call, so it's *much* faster.
	/// - You might have closed the connection, so fetching the user data
	///   would not be possible.
	///
	/// Not used when sending messages.
	int64 m_nConnUserData;

	/// Local timestamp when the message was received
	/// Not used for outbound messages.
	SteamNetworkingMicroseconds m_usecTimeReceived;

	/// Message number assigned by the sender.  This is not used for outbound
	/// messages.  Note that if multiple lanes are used, each lane has its own
	/// message numbers, which are assigned sequentially, so messages from
	/// different lanes will share the same numbers.
	int64 m_nMessageNumber;

	/// Function used to free up m_pData.  This mechanism exists so that
	/// apps can create messages with buffers allocated from their own
	/// heap, and pass them into the library.  This function will
	/// usually be something like:
	///
	/// free( pMsg->m_pData );
	void (*m_pfnFreeData)( SteamNetworkingMessage_t *pMsg );

	/// Function to used to decrement the internal reference count and, if
	/// it's zero, release the message.  You should not set this function pointer,
	/// or need to access this directly!  Use the Release() function instead!
	void (*m_pfnRelease)( SteamNetworkingMessage_t *pMsg );

	/// When using ISteamNetworkingMessages, the channel number the message was received on
	/// (Not used for messages sent or received on "connections")
	int m_nChannel;

	/// Bitmask of k_nSteamNetworkingSend_xxx flags.
	/// For received messages, only the k_nSteamNetworkingSend_Reliable bit is valid.
	/// For outbound messages, all bits are relevant
	int m_nFlags;

	/// Arbitrary user data that you can use when sending messages using
	/// ISteamNetworkingUtils::AllocateMessage and ISteamNetworkingSockets::SendMessage.
	/// (The callback you set in m_pfnFreeData might use this field.)
	///
	/// Not used for received messages.
	int64 m_nUserData;

	/// For outbound messages, which lane to use?  See ISteamNetworkingSockets::ConfigureConnectionLanes.
	/// For inbound messages, what lane was the message received on?
	uint16 m_idxLane;
	uint16 _pad1__;

	/// You MUST call this when you're done with the object,
	/// to free up memory, etc.
	inline void Release();

	// For code compatibility, some accessors
#ifndef API_GEN
	inline uint32 GetSize() const { return m_cbSize; }
	inline const void *GetData() const { return m_pData; }
	inline int GetChannel() const { return m_nChannel; }
	inline HSteamNetConnection GetConnection() const { return m_conn; }
	inline int64 GetConnectionUserData() const { return m_nConnUserData; }
	inline SteamNetworkingMicroseconds GetTimeReceived() const { return m_usecTimeReceived; }
	inline int64 GetMessageNumber() const { return m_nMessageNumber; }
#endif
protected:
	// Declare destructor protected.  You should never need to declare a message
	// object on the stack or create one yourself.
	// - You will receive a pointer to a message object when you receive messages (e.g. ISteamNetworkingSockets::ReceiveMessagesOnConnection)
	// - You can allocate a message object for efficient sending using ISteamNetworkingUtils::AllocateMessage
	// - Call Release() to free the object
	//inline ~SteamNetworkingMessage_t() {}
};

//
// Flags used to set options for message sending
//

// Send the message unreliably. Can be lost.  Messages *can* be larger than a
// single MTU (UDP packet), but there is no retransmission, so if any piece
// of the message is lost, the entire message will be dropped.
//
// The sending API does have some knowledge of the underlying connection, so
// if there is no NAT-traversal accomplished or there is a recognized adjustment
// happening on the connection, the packet will be batched until the connection
// is open again.
//
// Migration note: This is not exactly the same as k_EP2PSendUnreliable!  You
// probably want k_ESteamNetworkingSendType_UnreliableNoNagle
const int k_nSteamNetworkingSend_Unreliable = 0;

// Disable Nagle's algorithm.
// By default, Nagle's algorithm is applied to all outbound messages.  This means
// that the message will NOT be sent immediately, in case further messages are
// sent soon after you send this, which can be grouped together.  Any time there
// is enough buffered data to fill a packet, the packets will be pushed out immediately,
// but partially-full packets not be sent until the Nagle timer expires.  See
// ISteamNetworkingSockets::FlushMessagesOnConnection, ISteamNetworkingMessages::FlushMessagesToUser
//
// NOTE: Don't just send every message without Nagle because you want packets to get there
// quicker.  Make sure you understand the problem that Nagle is solving before disabling it.
// If you are sending small messages, often many at the same time, then it is very likely that
// it will be more efficient to leave Nagle enabled.  A typical proper use of this flag is
// when you are sending what you know will be the last message sent for a while (e.g. the last
// in the server simulation tick to a particular client), and you use this flag to flush all
// messages.
const int k_nSteamNetworkingSend_NoNagle = 1;

// Send a message unreliably, bypassing Nagle's algorithm for this message and any messages
// currently pending on the Nagle timer.  This is equivalent to using k_ESteamNetworkingSend_Unreliable
// and then immediately flushing the messages using ISteamNetworkingSockets::FlushMessagesOnConnection
// or ISteamNetworkingMessages::FlushMessagesToUser.  (But using this flag is more efficient since you
// only make one API call.)
const int k_nSteamNetworkingSend_UnreliableNoNagle = k_nSteamNetworkingSend_Unreliable|k_nSteamNetworkingSend_NoNagle;

// If the message cannot be sent very soon (because the connection is still doing some initial
// handshaking, route negotiations, etc), then just drop it.  This is only applicable for unreliable
// messages.  Using this flag on reliable messages is invalid.
const int k_nSteamNetworkingSend_NoDelay = 4;

// Send an unreliable message, but if it cannot be sent relatively quickly, just drop it instead of queuing it.
// This is useful for messages that are not useful if they are excessively delayed, such as voice data.
// NOTE: The Nagle algorithm is not used, and if the message is not dropped, any messages waiting on the
// Nagle timer are immediately flushed.
//
// A message will be dropped under the following circumstances:
// - the connection is not fully connected.  (E.g. the "Connecting" or "FindingRoute" states)
// - there is a sufficiently large number of messages queued up already such that the current message
//   will not be placed on the wire in the next ~200ms or so.
//
// If a message is dropped for these reasons, k_EResultIgnored will be returned.
const int k_nSteamNetworkingSend_UnreliableNoDelay = k_nSteamNetworkingSend_Unreliable|k_nSteamNetworkingSend_NoDelay|k_nSteamNetworkingSend_NoNagle;

// Reliable message send. Can send up to k_cbMaxSteamNetworkingSocketsMessageSizeSend bytes in a single message. 
// Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for
// efficient sends of large chunks of data.
//
// The Nagle algorithm is used.  See notes on k_ESteamNetworkingSendType_Unreliable for more details.
// See k_ESteamNetworkingSendType_ReliableNoNagle, ISteamNetworkingSockets::FlushMessagesOnConnection,
// ISteamNetworkingMessages::FlushMessagesToUser
//
// Migration note: This is NOT the same as k_EP2PSendReliable, it's more like k_EP2PSendReliableWithBuffering
const int k_nSteamNetworkingSend_Reliable = 8;

// Send a message reliably, but bypass Nagle's algorithm.
//
// Migration note: This is equivalent to k_EP2PSendReliable
const int k_nSteamNetworkingSend_ReliableNoNagle = k_nSteamNetworkingSend_Reliable|k_nSteamNetworkingSend_NoNagle;

// By default, message sending is queued, and the work of encryption and talking to
// the operating system sockets, etc is done on a service thread.  This is usually a
// a performance win when messages are sent from the "main thread".  However, if this
// flag is set, and data is ready to be sent immediately (either from this message
// or earlier queued data), then that work will be done in the current thread, before
// the current call returns.  If data is not ready to be sent (due to rate limiting
// or Nagle), then this flag has no effect.
//
// This is an advanced flag used to control performance at a very low level.  For
// most applications running on modern hardware with more than one CPU core, doing
// the work of sending on a service thread will yield the best performance.  Only
// use this flag if you have a really good reason and understand what you are doing.
// Otherwise you will probably just make performance worse.
const int k_nSteamNetworkingSend_UseCurrentThread = 16;

// When sending a message using ISteamNetworkingMessages, automatically re-establish
// a broken session, without returning k_EResultNoConnection.  Without this flag,
// if you attempt to send a message, and the session was proactively closed by the
// peer, or an error occurred that disrupted communications, then you must close the
// session using ISteamNetworkingMessages::CloseSessionWithUser before attempting to
// send another message.  (Or you can simply add this flag and retry.)  In this way,
// the disruption cannot go unnoticed, and a more clear order of events can be
// ascertained. This is especially important when reliable messages are used, since
// if the connection is disrupted, some of those messages will not have been delivered,
// and it is in general not possible to know which.  Although a
// SteamNetworkingMessagesSessionFailed_t callback will be posted when an error occurs
// to notify you that a failure has happened, callbacks are asynchronous, so it is not
// possible to tell exactly when it happened.  And because the primary purpose of
// ISteamNetworkingMessages is to be like UDP, there is no notification when a peer closes
// the session.
//
// If you are not using any reliable messages (e.g. you are using ISteamNetworkingMessages
// exactly as a transport replacement for UDP-style datagrams only), you may not need to
// know when an underlying connection fails, and so you may not need this notification.
const int k_nSteamNetworkingSend_AutoRestartBrokenSession = 32;

//
// Ping location / measurement
//

/// Object that describes a "location" on the Internet with sufficient
/// detail that we can reasonably estimate an upper bound on the ping between
/// the two hosts, even if a direct route between the hosts is not possible,
/// and the connection must be routed through the Steam Datagram Relay network.
/// This does not contain any information that identifies the host.  Indeed,
/// if two hosts are in the same building or otherwise have nearly identical
/// networking characteristics, then it's valid to use the same location
/// object for both of them.
///
/// NOTE: This object should only be used in the same process!  Do not serialize it,
/// send it over the wire, or persist it in a file or database!  If you need
/// to do that, convert it to a string representation using the methods in
/// ISteamNetworkingUtils().
struct SteamNetworkPingLocation_t
{
	uint8 m_data[ 512 ];
};

/// Max possible length of a ping location, in string format.  This is
/// an extremely conservative worst case value which leaves room for future
/// syntax enhancements.  Most strings in practice are a lot shorter.
/// If you are storing many of these, you will very likely benefit from
/// using dynamic memory.
const int k_cchMaxSteamNetworkingPingLocationString = 1024;

/// Special values that are returned by some functions that return a ping.
const int k_nSteamNetworkingPing_Failed = -1;
const int k_nSteamNetworkingPing_Unknown = -2;

//
// Configuration values
//

/// Configuration values can be applied to different types of objects.
enum ESteamNetworkingConfigScope
{

	/// Get/set global option, or defaults.  Even options that apply to more specific scopes
	/// have global scope, and you may be able to just change the global defaults.  If you
	/// need different settings per connection (for example), then you will need to set those
	/// options at the more specific scope.
	k_ESteamNetworkingConfig_Global = 1,

	/// Some options are specific to a particular interface.  Note that all connection
	/// and listen socket settings can also be set at the interface level, and they will
	/// apply to objects created through those interfaces.
	k_ESteamNetworkingConfig_SocketsInterface = 2,

	/// Options for a listen socket.  Listen socket options can be set at the interface layer,
	/// if  you have multiple listen sockets and they all use the same options.
	/// You can also set connection options on a listen socket, and they set the defaults
	/// for all connections accepted through this listen socket.  (They will be used if you don't
	/// set a connection option.)
	k_ESteamNetworkingConfig_ListenSocket = 3,

	/// Options for a specific connection.
	k_ESteamNetworkingConfig_Connection = 4,

	k_ESteamNetworkingConfigScope__Force32Bit = 0x7fffffff
};

// Different configuration values have different data types
enum ESteamNetworkingConfigDataType
{
	k_ESteamNetworkingConfig_Int32 = 1,
	k_ESteamNetworkingConfig_Int64 = 2,
	k_ESteamNetworkingConfig_Float = 3,
	k_ESteamNetworkingConfig_String = 4,
	k_ESteamNetworkingConfig_Ptr = 5,

	k_ESteamNetworkingConfigDataType__Force32Bit = 0x7fffffff
};

/// Configuration options
enum ESteamNetworkingConfigValue
{
	k_ESteamNetworkingConfig_Invalid = 0,

//
// Connection options
//

	/// [connection int32] Timeout value (in ms) to use when first connecting
	k_ESteamNetworkingConfig_TimeoutInitial = 24,

	/// [connection int32] Timeout value (in ms) to use after connection is established
	k_ESteamNetworkingConfig_TimeoutConnected = 25,

	/// [connection int32] Upper limit of buffered pending bytes to be sent,
	/// if this is reached SendMessage will return k_EResultLimitExceeded
	/// Default is 512k (524288 bytes)
	k_ESteamNetworkingConfig_SendBufferSize = 9,

	/// [connection int32] Upper limit on total size (in bytes) of received messages
	/// that will be buffered waiting to be processed by the application.  If this limit
	/// is exceeded, packets will be dropped.  This is to protect us from a malicious
	/// peer flooding us with messages faster than we can process them.
	/// 
	/// This must be bigger than k_ESteamNetworkingConfig_RecvMaxMessageSize
	k_ESteamNetworkingConfig_RecvBufferSize = 47,

	/// [connection int32] Upper limit on the number of received messages that will
	/// that will be buffered waiting to be processed by the application.  If this limit
	/// is exceeded, packets will be dropped.  This is to protect us from a malicious
	/// peer flooding us with messages faster than we can pull them off the wire.
	k_ESteamNetworkingConfig_RecvBufferMessages = 48,

	/// [connection int32] Maximum message size that we are willing to receive.
	/// if a client attempts to send us a message larger than this, the connection
	/// will be immediately closed.
	///
	/// Default is 512k (524288 bytes).  Note that the peer needs to be able to
	/// send a message this big.  (See k_cbMaxSteamNetworkingSocketsMessageSizeSend.)
	k_ESteamNetworkingConfig_RecvMaxMessageSize = 49,

	/// [connection int32] Max number of message segments that can be received
	/// in a single UDP packet.  While decoding a packet, if the number of segments
	/// exceeds this, we will abort further packet processing.
	///
	/// The default is effectively unlimited.  If you know that you very rarely
	/// send small packets, you can protect yourself from malicious senders by
	/// lowering this number.
	/// 
	/// In particular, if you are NOT using the reliability layer and are only using
	/// SteamNetworkingSockets for datagram transport, setting this to a very low
	/// number may be beneficial.  (We recommend a value of 2.)  Make sure your sender
	/// disables Nagle!
	k_ESteamNetworkingConfig_RecvMaxSegmentsPerPacket = 50,

	/// [connection int64] Get/set userdata as a configuration option.
	/// The default value is -1.   You may want to set the user data as
	/// a config value, instead of using ISteamNetworkingSockets::SetConnectionUserData
	/// in two specific instances:
	///
	/// - You wish to set the userdata atomically when creating
	///   an outbound connection, so that the userdata is filled in properly
	///   for any callbacks that happen.  However, note that this trick
	///   only works for connections initiated locally!  For incoming
	///   connections, multiple state transitions may happen and
	///   callbacks be queued, before you are able to service the first
	///   callback!  Be careful!
	///
	/// - You can set the default userdata for all newly created connections
	///   by setting this value at a higher level (e.g. on the listen
	///   socket or at the global level.)  Then this default
	///   value will be inherited when the connection is created.
	///   This is useful in case -1 is a valid userdata value, and you
	///   wish to use something else as the default value so you can
	///   tell if it has been set or not.
	///
	///   HOWEVER: once a connection is created, the effective value is
	///   then bound to the connection.  Unlike other connection options,
	///   if you change it again at a higher level, the new value will not
	///   be inherited by connections.
	///
	/// Using the userdata field in callback structs is not advised because
	/// of tricky race conditions.  Instead, you might try one of these methods:
	///
	/// - Use a separate map with the HSteamNetConnection as the key.
	/// - Fetch the userdata from the connection in your callback
	///   using ISteamNetworkingSockets::GetConnectionUserData, to
	//    ensure you have the current value.
	k_ESteamNetworkingConfig_ConnectionUserData = 40,

	/// [connection int32] Minimum/maximum send rate clamp, 0 is no limit.
	/// This value will control the min/max allowed sending rate that 
	/// bandwidth estimation is allowed to reach.  Default is 0 (no-limit)
	k_ESteamNetworkingConfig_SendRateMin = 10,
	k_ESteamNetworkingConfig_SendRateMax = 11,

	/// [connection int32] Nagle time, in microseconds.  When SendMessage is called, if
	/// the outgoing message is less than the size of the MTU, it will be
	/// queued for a delay equal to the Nagle timer value.  This is to ensure
	/// that if the application sends several small messages rapidly, they are
	/// coalesced into a single packet.
	/// See historical RFC 896.  Value is in microseconds. 
	/// Default is 5000us (5ms).
	k_ESteamNetworkingConfig_NagleTime = 12,

	/// [connection int32] Don't automatically fail IP connections that don't have
	/// strong auth.  On clients, this means we will attempt the connection even if
	/// we don't know our identity or can't get a cert.  On the server, it means that
	/// we won't automatically reject a connection due to a failure to authenticate.
	/// (You can examine the incoming connection and decide whether to accept it.)
	///
	/// 0: Don't attempt or accept unauthorized connections
	/// 1: Attempt authorization when connecting, and allow unauthorized peers, but emit warnings
	/// 2: don't attempt authentication, or complain if peer is unauthenticated
	/// This is a dev configuration value, and you should not let users modify it in
	/// production.
	k_ESteamNetworkingConfig_IP_AllowWithoutAuth = 23,

	/// [connection int32] The same as IP_AllowWithoutAuth, but will only apply
	/// for connections to/from localhost addresses.  Whichever value is larger
	/// (more permissive) will be used.
	k_ESteamNetworkingConfig_IPLocalHost_AllowWithoutAuth = 52,
	
	/// [connection int32] Do not send UDP packets with a payload of
	/// larger than N bytes.  If you set this, k_ESteamNetworkingConfig_MTU_DataSize
	/// is automatically adjusted
	k_ESteamNetworkingConfig_MTU_PacketSize = 32,

	/// [connection int32] (read only) Maximum message size you can send that
	/// will not fragment, based on k_ESteamNetworkingConfig_MTU_PacketSize
	k_ESteamNetworkingConfig_MTU_DataSize = 33,

	/// [connection int32] Allow unencrypted (and unauthenticated) communication.
	/// 0: Not allowed (the default)
	/// 1: Allowed, but prefer encrypted
	/// 2: Allowed, and preferred
	/// 3: Required.  (Fail the connection if the peer requires encryption.)
	///
	/// This is a dev configuration value, since its purpose is to disable encryption.
	/// You should not let users modify it in production.  (But note that it requires
	/// the peer to also modify their value in order for encryption to be disabled.)
	k_ESteamNetworkingConfig_Unencrypted = 34,

	/// [connection int32] Set this to 1 on outbound connections and listen sockets,
	/// to enable "symmetric connect mode", which is useful in the following
	/// common peer-to-peer use case:
	///
	/// - The two peers are "equal" to each other.  (Neither is clearly the "client"
	///   or "server".)
	/// - Either peer may initiate the connection, and indeed they may do this
	///   at the same time
	/// - The peers only desire a single connection to each other, and if both
	///   peers initiate connections simultaneously, a protocol is needed for them
	///   to resolve the conflict, so that we end up with a single connection.
	///
	/// This use case is both common, and involves subtle race conditions and tricky
	/// pitfalls, which is why the API has support for dealing with it.
	///
	/// If an incoming connection arrives on a listen socket or via custom signaling,
	/// and the application has not attempted to make a matching outbound connection
	/// in symmetric mode, then the incoming connection can be accepted as usual.
	/// A "matching" connection means that the relevant endpoint information matches.
	/// (At the time this comment is being written, this is only supported for P2P
	/// connections, which means that the peer identities must match, and the virtual
	/// port must match.  At a later time, symmetric mode may be supported for other
	/// connection types.)
	///
	/// If connections are initiated by both peers simultaneously, race conditions
	/// can arise, but fortunately, most of them are handled internally and do not
	/// require any special awareness from the application.  However, there
	/// is one important case that application code must be aware of:
	/// If application code attempts an outbound connection using a ConnectXxx
	/// function in symmetric mode, and a matching incoming connection is already
	/// waiting on a listen socket, then instead of forming a new connection,
	/// the ConnectXxx call will accept the existing incoming connection, and return
	/// a connection handle to this accepted connection.
	/// IMPORTANT: in this case, a SteamNetConnectionStatusChangedCallback_t
	/// has probably *already* been posted to the queue for the incoming connection!
	/// (Once callbacks are posted to the queue, they are not modified.)  It doesn't
	/// matter if the callback has not been consumed by the app.  Thus, application
	/// code that makes use of symmetric connections must be aware that, when processing a
	/// SteamNetConnectionStatusChangedCallback_t for an incoming connection, the
	/// m_hConn may refer to a new connection that the app has has not
	/// seen before (the usual case), but it may also refer to a connection that
	/// has already been accepted implicitly through a call to Connect()!  In this
	/// case, AcceptConnection() will return k_EResultDuplicateRequest.
	///
	/// Only one symmetric connection to a given peer (on a given virtual port)
	/// may exist at any given time.  If client code attempts to create a connection,
	/// and a (live) connection already exists on the local host, then either the
	/// existing connection will be accepted as described above, or the attempt
	/// to create a new connection will fail.  Furthermore, linger mode functionality
	/// is not supported on symmetric connections.
	///
	/// A more complicated race condition can arise if both peers initiate a connection
	/// at roughly the same time.  In this situation, each peer will receive an incoming
	/// connection from the other peer, when the application code has already initiated
	/// an outgoing connection to that peer.  The peers must resolve this conflict and
	/// decide who is going to act as the "server" and who will act as the "client".
	/// Typically the application does not need to be aware of this case as it is handled
	/// internally.  On both sides, the will observe their outbound connection being
	/// "accepted", although one of them one have been converted internally to act
	/// as the "server".
	///
	/// In general, symmetric mode should be all-or-nothing: do not mix symmetric
	/// connections with a non-symmetric connection that it might possible "match"
	/// with.  If you use symmetric mode on any connections, then both peers should
	/// use it on all connections, and the corresponding listen socket, if any.  The
	/// behaviour when symmetric and ordinary connections are mixed is not defined by
	/// this API, and you should not rely on it.  (This advice only applies when connections
	/// might possibly "match".  For example, it's OK to use all symmetric mode
	/// connections on one virtual port, and all ordinary, non-symmetric connections
	/// on a different virtual port, as there is no potential for ambiguity.)
	///
	/// When using the feature, you should set it in the following situations on
	/// applicable objects:
	///
	/// - When creating an outbound connection using ConnectXxx function
	/// - When creating a listen socket.  (Note that this will automatically cause
	///   any accepted connections to inherit the flag.)
	/// - When using custom signaling, before accepting an incoming connection.
	///
	/// Setting the flag on listen socket and accepted connections will enable the
	/// API to automatically deal with duplicate incoming connections, even if the
	/// local host has not made any outbound requests.  (In general, such duplicate
	/// requests from a peer are ignored internally and will not be visible to the
	/// application code.  The previous connection must be closed or resolved first.)
	k_ESteamNetworkingConfig_SymmetricConnect = 37,

	/// [connection int32] For connection types that use "virtual ports", this can be used
	/// to assign a local virtual port.  For incoming connections, this will always be the
	/// virtual port of the listen socket (or the port requested by the remote host if custom
	/// signaling is used and the connection is accepted), and cannot be changed.  For
	/// connections initiated locally, the local virtual port will default to the same as the
	/// requested remote virtual port, if you do not specify a different option when creating
	/// the connection.  The local port is only relevant for symmetric connections, when
	/// determining if two connections "match."  In this case, if you need the local and remote
	/// port to differ, you can set this value.
	///
	/// You can also read back this value on listen sockets.
	///
	/// This value should not be read or written in any other context.
	k_ESteamNetworkingConfig_LocalVirtualPort = 38,

	/// [connection int32] Enable Dual wifi band support for this connection
	/// 0 = no, 1 = yes, 2 = simulate it for debugging, even if dual wifi not available
	k_ESteamNetworkingConfig_DualWifi_Enable = 39,

	/// [connection int32] True to enable diagnostics reporting through
	/// generic platform UI.  (Only available on Steam.)
	k_ESteamNetworkingConfig_EnableDiagnosticsUI = 46,

	/// [connection int32] Send of time-since-previous-packet values in each UDP packet.
	/// This add a small amount of packet overhead but allows for detailed jitter measurements
	/// to be made by the receiver.
	/// 
	/// -  0: disables the sending
	/// -  1: enables sending
	/// - -1: (the default) Use the default for the connection type.  For plain UDP connections,
	///       this is disabled, and for relayed connections, it is enabled.  Note that relays
	///       always send the value.
	k_ESteamNetworkingConfig_SendTimeSincePreviousPacket = 59,

//
// Simulating network conditions
//
// These are global (not per-connection) because they apply at
// a relatively low UDP layer.
//

	/// [global float, 0--100] Randomly discard N pct of packets instead of sending/recv
	/// This is a global option only, since it is applied at a low level
	/// where we don't have much context
	k_ESteamNetworkingConfig_FakePacketLoss_Send = 2,
	k_ESteamNetworkingConfig_FakePacketLoss_Recv = 3,

	/// [global int32].  Delay all outbound/inbound packets by N ms
	k_ESteamNetworkingConfig_FakePacketLag_Send = 4,
	k_ESteamNetworkingConfig_FakePacketLag_Recv = 5,

	/// Simulated jitter/clumping.
	///
	/// For each packet, a jitter value is determined (which may
	/// be zero).  This amount is added as extra delay to the
	/// packet.  When a subsequent packet is queued, it receives its
	/// own random jitter amount from the current time.  if this would
	/// result in the packets being delivered out of order, the later
	/// packet queue time is adjusted to happen after the first packet.
	/// Thus simulating jitter by itself will not reorder packets, but it
	/// can "clump" them.
	///
	///	- Avg: A random jitter time is generated using an exponential
	///   distribution using this value as the mean (ms).  The default
	///   is zero, which disables random jitter.
	/// - Max: Limit the random jitter time to this value (ms).
	///	- Pct: odds (0-100) that a random jitter value for the packet
	///   will be generated.  Otherwise, a jitter value of zero
	///   is used, and the packet will only be delayed by the jitter
	///   system if necessary to retain order, due to the jitter of a
	///   previous packet.
	///
	/// All values are [global float]
	///
	/// Fake jitter is simulated after fake lag, but before reordering.
	k_ESteamNetworkingConfig_FakePacketJitter_Send_Avg = 53,
	k_ESteamNetworkingConfig_FakePacketJitter_Send_Max = 54,
	k_ESteamNetworkingConfig_FakePacketJitter_Send_Pct = 55,
	k_ESteamNetworkingConfig_FakePacketJitter_Recv_Avg = 56,
	k_ESteamNetworkingConfig_FakePacketJitter_Recv_Max = 57,
	k_ESteamNetworkingConfig_FakePacketJitter_Recv_Pct = 58,

	/// [global float] 0-100 Percentage of packets we will add additional
	/// delay to.  If other packet(s) are sent/received within this delay
	/// window (that doesn't also randomly receive the same extra delay),
	/// then the packets become reordered.
	///
	/// This mechanism is primarily intended to generate out-of-order
	/// packets.  To simulate random jitter, use the FakePacketJitter.
	/// Fake packet reordering is applied after fake lag and jitter
	k_ESteamNetworkingConfig_FakePacketReorder_Send = 6,
	k_ESteamNetworkingConfig_FakePacketReorder_Recv = 7,

	/// [global int32] Extra delay, in ms, to apply to reordered
	/// packets.  The same time value is used for sending and receiving.
	k_ESteamNetworkingConfig_FakePacketReorder_Time = 8,

	/// [global float 0--100] Globally duplicate some percentage of packets.
	k_ESteamNetworkingConfig_FakePacketDup_Send = 26,
	k_ESteamNetworkingConfig_FakePacketDup_Recv = 27,

	/// [global int32] Amount of delay, in ms, to delay duplicated packets.
	/// (We chose a random delay between 0 and this value)
	k_ESteamNetworkingConfig_FakePacketDup_TimeMax = 28,

	/// [global int32] Trace every UDP packet, similar to Wireshark or tcpdump.
	/// Value is max number of bytes to dump.  -1 disables tracing.
	// 0 only traces the info but no actual data bytes
	k_ESteamNetworkingConfig_PacketTraceMaxBytes = 41,


	// [global int32] Global UDP token bucket rate limits.
	// "Rate" refers to the steady state rate. (Bytes/sec, the
	// rate that tokens are put into the bucket.)  "Burst"
	// refers to the max amount that could be sent in a single
	// burst.  (In bytes, the max capacity of the bucket.)
	// Rate=0 disables the limiter entirely, which is the default.
	// Burst=0 disables burst.  (This is not realistic.  A
	// burst of at least 4K is recommended; the default is higher.)
	k_ESteamNetworkingConfig_FakeRateLimit_Send_Rate = 42,
	k_ESteamNetworkingConfig_FakeRateLimit_Send_Burst = 43,
	k_ESteamNetworkingConfig_FakeRateLimit_Recv_Rate = 44,
	k_ESteamNetworkingConfig_FakeRateLimit_Recv_Burst = 45,

	// Timeout used for out-of-order correction.  This is used when we see a small
	// gap in the sequence number on a packet flow.  For example let's say we are
	// processing packet 105 when the most recent one was 103.  104 might have dropped,
	// but there is also a chance that packets are simply being reordered.  It is very
	// common on certain types of connections for packet 104 to arrive very soon after 105,
	// especially if 104 was large and 104 was small.  In this case, when we see packet 105
	// we will shunt it aside and pend it, in the hopes of seeing 104 soon after.  If 104
	// arrives before the a timeout occurs, then we can deliver the packets in order to the
	// remainder of packet processing, and we will record this as a "correctable" out-of-order
	// situation.  If the timer expires, then we will process packet 105, and assume for now
	// that 104 has dropped.  (If 104 later arrives, we will process it, but that will be
	// accounted for as uncorrected.)
	//
	// The default value is 1000 microseconds.  Note that the Windows scheduler does not
	// have microsecond precision.
	//
	// Set the value to 0 to disable out of order correction at the packet layer.
	// In many cases we are still effectively able to correct the situation because
	// reassembly of message fragments is tolerant of fragments packets arriving out of
	// order.  Also, when messages are decoded and inserted into the queue for the app
	// to receive them, we will correct out of order messages that have not been
	// dequeued by the app yet.  However, when out-of-order packets are corrected
	// at the packet layer, they will not reduce the connection quality measure.
	// (E.g. SteamNetConnectionRealTimeStatus_t::m_flConnectionQualityLocal)
	k_ESteamNetworkingConfig_OutOfOrderCorrectionWindowMicroseconds = 51,

//
// Callbacks
//

	// On Steam, you may use the default Steam callback dispatch mechanism.  If you prefer
	// to not use this dispatch mechanism (or you are not running with Steam), or you want
	// to associate specific functions with specific listen sockets or connections, you can
	// register them as configuration values.
	//
	// Note also that ISteamNetworkingUtils has some helpers to set these globally.

	/// [connection FnSteamNetConnectionStatusChanged] Callback that will be invoked
	/// when the state of a connection changes.
	///
	/// IMPORTANT: callbacks are dispatched to the handler that is in effect at the time
	/// the event occurs, which might be in another thread.  For example, immediately after
	/// creating a listen socket, you may receive an incoming connection.  And then immediately
	/// after this, the remote host may close the connection.  All of this could happen
	/// before the function to create the listen socket has returned.  For this reason,
	/// callbacks usually must be in effect at the time of object creation.  This means
	/// you should set them when you are creating the listen socket or connection, or have
	/// them in effect so they will be inherited at the time of object creation.
	///
	/// For example:
	///
	/// exterm void MyStatusChangedFunc( SteamNetConnectionStatusChangedCallback_t *info );
	/// SteamNetworkingConfigValue_t opt; opt.SetPtr( k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged, MyStatusChangedFunc );
	/// SteamNetworkingIPAddr localAddress; localAddress.Clear();
	/// HSteamListenSocket hListenSock = SteamNetworkingSockets()->CreateListenSocketIP( localAddress, 1, &opt );
	///
	/// When accepting an incoming connection, there is no atomic way to switch the
	/// callback.  However, if the connection is DOA, AcceptConnection() will fail, and
	/// you can fetch the state of the connection at that time.
	///
	/// If all connections and listen sockets can use the same callback, the simplest
	/// method is to set it globally before you create any listen sockets or connections.
	k_ESteamNetworkingConfig_Callback_ConnectionStatusChanged = 201,

	/// [global FnSteamNetAuthenticationStatusChanged] Callback that will be invoked
	/// when our auth state changes.  If you use this, install the callback before creating
	/// any connections or listen sockets, and don't change it.
	/// See: ISteamNetworkingUtils::SetGlobalCallback_SteamNetAuthenticationStatusChanged
	k_ESteamNetworkingConfig_Callback_AuthStatusChanged = 202,

	/// [global FnSteamRelayNetworkStatusChanged] Callback that will be invoked
	/// when our auth state changes.  If you use this, install the callback before creating
	/// any connections or listen sockets, and don't change it.
	/// See: ISteamNetworkingUtils::SetGlobalCallback_SteamRelayNetworkStatusChanged
	k_ESteamNetworkingConfig_Callback_RelayNetworkStatusChanged = 203,

	/// [global FnSteamNetworkingMessagesSessionRequest] Callback that will be invoked
	/// when a peer wants to initiate a SteamNetworkingMessagesSessionRequest.
	/// See: ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionRequest
	k_ESteamNetworkingConfig_Callback_MessagesSessionRequest = 204,

	/// [global FnSteamNetworkingMessagesSessionFailed] Callback that will be invoked
	/// when a session you have initiated, or accepted either fails to connect, or loses
	/// connection in some unexpected way.
	/// See: ISteamNetworkingUtils::SetGlobalCallback_MessagesSessionFailed
	k_ESteamNetworkingConfig_Callback_MessagesSessionFailed = 205,

	/// [global FnSteamNetworkingSocketsCreateConnectionSignaling] Callback that will
	/// be invoked when we need to create a signaling object for a connection
	/// initiated locally.  See: ISteamNetworkingSockets::ConnectP2P,
	/// ISteamNetworkingMessages.
	k_ESteamNetworkingConfig_Callback_CreateConnectionSignaling = 206,

	/// [global FnSteamNetworkingFakeIPResult] Callback that's invoked when
	/// a FakeIP allocation finishes.  See: ISteamNetworkingSockets::BeginAsyncRequestFakeIP,
	/// ISteamNetworkingUtils::SetGlobalCallback_FakeIPResult
	k_ESteamNetworkingConfig_Callback_FakeIPResult = 207,

//
// P2P connection settings
//

//	/// [listen socket int32] When you create a P2P listen socket, we will automatically
//	/// open up a UDP port to listen for LAN connections.  LAN connections can be made
//	/// without any signaling: both sides can be disconnected from the Internet.
//	///
//	/// This value can be set to zero to disable the feature.
//	k_ESteamNetworkingConfig_P2P_Discovery_Server_LocalPort = 101,
//
//	/// [connection int32] P2P connections can perform broadcasts looking for the peer
//	/// on the LAN.
//	k_ESteamNetworkingConfig_P2P_Discovery_Client_RemotePort = 102,

	/// [connection string] Comma-separated list of STUN servers that can be used
	/// for NAT piercing.  If you set this to an empty string, NAT piercing will
	/// not be attempted.  Also if "public" candidates are not allowed for
	/// P2P_Transport_ICE_Enable, then this is ignored.
	k_ESteamNetworkingConfig_P2P_STUN_ServerList = 103,

	/// [connection int32] What types of ICE candidates to share with the peer.
	/// See k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_xxx values
	k_ESteamNetworkingConfig_P2P_Transport_ICE_Enable = 104,

	/// [connection int32] When selecting P2P transport, add various
	/// penalties to the scores for selected transports.  (Route selection
	/// scores are on a scale of milliseconds.  The score begins with the
	/// route ping time and is then adjusted.)
	k_ESteamNetworkingConfig_P2P_Transport_ICE_Penalty = 105,
	k_ESteamNetworkingConfig_P2P_Transport_SDR_Penalty = 106,
	k_ESteamNetworkingConfig_P2P_TURN_ServerList = 107,
	k_ESteamNetworkingConfig_P2P_TURN_UserList = 108,
	k_ESteamNetworkingConfig_P2P_TURN_PassList = 109,
	//k_ESteamNetworkingConfig_P2P_Transport_LANBeacon_Penalty = 107,
	k_ESteamNetworkingConfig_P2P_Transport_ICE_Implementation = 110,

//
// Settings for SDR relayed connections
//

	/// [global int32] If the first N pings to a port all fail, mark that port as unavailable for
	/// a while, and try a different one.  Some ISPs and routers may drop the first
	/// packet, so setting this to 1 may greatly disrupt communications.
	k_ESteamNetworkingConfig_SDRClient_ConsecutitivePingTimeoutsFailInitial = 19,

	/// [global int32] If N consecutive pings to a port fail, after having received successful 
	/// communication, mark that port as unavailable for a while, and try a 
	/// different one.
	k_ESteamNetworkingConfig_SDRClient_ConsecutitivePingTimeoutsFail = 20,

	/// [global int32] Minimum number of lifetime pings we need to send, before we think our estimate
	/// is solid.  The first ping to each cluster is very often delayed because of NAT,
	/// routers not having the best route, etc.  Until we've sent a sufficient number
	/// of pings, our estimate is often inaccurate.  Keep pinging until we get this
	/// many pings.
	k_ESteamNetworkingConfig_SDRClient_MinPingsBeforePingAccurate = 21,

	/// [global int32] Set all steam datagram traffic to originate from the same
	/// local port. By default, we open up a new UDP socket (on a different local
	/// port) for each relay.  This is slightly less optimal, but it works around
	/// some routers that don't implement NAT properly.  If you have intermittent
	/// problems talking to relays that might be NAT related, try toggling
	/// this flag
	k_ESteamNetworkingConfig_SDRClient_SingleSocket = 22,

	/// [global string] Code of relay cluster to force use.  If not empty, we will
	/// only use relays in that cluster.  E.g. 'iad'
	k_ESteamNetworkingConfig_SDRClient_ForceRelayCluster = 29,

	/// [connection string] For development, a base-64 encoded ticket generated
	/// using the cert tool.  This can be used to connect to a gameserver via SDR
	/// without a ticket generated using the game coordinator.  (You will still
	/// need a key that is trusted for your app, however.)
	///
	/// This can also be passed using the SDR_DEVTICKET environment variable
	k_ESteamNetworkingConfig_SDRClient_DevTicket = 30,

	/// [global string] For debugging.  Override list of relays from the config with
	/// this set (maybe just one).  Comma-separated list.
	k_ESteamNetworkingConfig_SDRClient_ForceProxyAddr = 31,

	/// [global string] For debugging.  Force ping times to clusters to be the specified
	/// values.  A comma separated list of <cluster>=<ms> values.  E.g. "sto=32,iad=100"
	///
	/// This is a dev configuration value, you probably should not let users modify it
	/// in production.
	k_ESteamNetworkingConfig_SDRClient_FakeClusterPing = 36,

	/// [global int32] When probing the SteamDatagram network, we limit exploration
	/// to the closest N POPs, based on our current best approximated ping to that POP.
	k_ESteamNetworkingConfig_SDRClient_LimitPingProbesToNearestN = 60,

//
// Log levels for debugging information of various subsystems.
// Higher numeric values will cause more stuff to be printed.
// See ISteamNetworkingUtils::SetDebugOutputFunction for more
// information
//
// The default for all values is k_ESteamNetworkingSocketsDebugOutputType_Warning.
//
	k_ESteamNetworkingConfig_LogLevel_AckRTT = 13, // [connection int32] RTT calculations for inline pings and replies
	k_ESteamNetworkingConfig_LogLevel_PacketDecode = 14, // [connection int32] log SNP packets send/recv
	k_ESteamNetworkingConfig_LogLevel_Message = 15, // [connection int32] log each message send/recv
	k_ESteamNetworkingConfig_LogLevel_PacketGaps = 16, // [connection int32] dropped packets
	k_ESteamNetworkingConfig_LogLevel_P2PRendezvous = 17, // [connection int32] P2P rendezvous messages
	k_ESteamNetworkingConfig_LogLevel_SDRRelayPings = 18, // [global int32] Ping relays

	// Experimental.  Set the ECN header field on all outbound UDP packets
	// -1 = the default, and means "don't set anything".
	// 0..3 = set that value.  (Even though 0 is the default UDP ECN value, a 0 here means "explicitly set a 0".)
	k_ESteamNetworkingConfig_ECN = 999,

	// Deleted, do not use
	k_ESteamNetworkingConfig_DELETED_EnumerateDevVars = 35,

	k_ESteamNetworkingConfigValue__Force32Bit = 0x7fffffff
};

// Bitmask of types to share
const int k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Default = -1; // Special value - use user defaults
const int k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Disable = 0; // Do not do any ICE work at all or share any IP addresses with peer
const int k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Relay = 1; // Relayed connection via TURN server.
const int k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Private = 2; // host addresses that appear to be link-local or RFC1918 addresses
const int k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_Public = 4; // STUN reflexive addresses, or host address that isn't a "private" address
const int k_nSteamNetworkingConfig_P2P_Transport_ICE_Enable_All = 0x7fffffff;

/// In a few places we need to set configuration options on listen sockets and connections, and
/// have them take effect *before* the listen socket or connection really starts doing anything.
/// Creating the object and then setting the options "immediately" after creation doesn't work
/// completely, because network packets could be received between the time the object is created and
/// when the options are applied.  To set options at creation time in a reliable way, they must be
/// passed to the creation function.  This structure is used to pass those options.
///
/// For the meaning of these fields, see ISteamNetworkingUtils::SetConfigValue.  Basically
/// when the object is created, we just iterate over the list of options and call
/// ISteamNetworkingUtils::SetConfigValueStruct, where the scope arguments are supplied by the
/// object being created.
struct SteamNetworkingConfigValue_t
{
	/// Which option is being set
	ESteamNetworkingConfigValue m_eValue;

	/// Which field below did you fill in?
	ESteamNetworkingConfigDataType m_eDataType;

	/// Option value
	union
	{
		int32_t m_int32;
		int64_t m_int64;
		float m_float;
		const char *m_string; // Points to your '\0'-terminated buffer
		void *m_ptr;
	} m_val;

	//
	// Shortcut helpers to set the type and value in a single call
	//
	inline void SetInt32( ESteamNetworkingConfigValue eVal, int32_t data )
	{
		m_eValue = eVal;
		m_eDataType = k_ESteamNetworkingConfig_Int32;
		m_val.m_int32 = data;
	}
	inline void SetInt64( ESteamNetworkingConfigValue eVal, int64_t data )
	{
		m_eValue = eVal;
		m_eDataType = k_ESteamNetworkingConfig_Int64;
		m_val.m_int64 = data;
	}
	inline void SetFloat( ESteamNetworkingConfigValue eVal, float data )
	{
		m_eValue = eVal;
		m_eDataType = k_ESteamNetworkingConfig_Float;
		m_val.m_float = data;
	}
	inline void SetPtr( ESteamNetworkingConfigValue eVal, void *data )
	{
		m_eValue = eVal;
		m_eDataType = k_ESteamNetworkingConfig_Ptr;
		m_val.m_ptr = data;
	}
	inline void SetString( ESteamNetworkingConfigValue eVal, const char *data ) // WARNING - Just saves your pointer.  Does NOT make a copy of the string
	{
		m_eValue = eVal;
		m_eDataType = k_ESteamNetworkingConfig_Ptr;
		m_val.m_string = data;
	}
};

/// Return value of ISteamNetworkintgUtils::GetConfigValue
enum ESteamNetworkingGetConfigValueResult
{
	k_ESteamNetworkingGetConfigValue_BadValue = -1,	// No such configuration value
	k_ESteamNetworkingGetConfigValue_BadScopeObj = -2,	// Bad connection handle, etc
	k_ESteamNetworkingGetConfigValue_BufferTooSmall = -3, // Couldn't fit the result in your buffer
	k_ESteamNetworkingGetConfigValue_OK = 1,
	k_ESteamNetworkingGetConfigValue_OKInherited = 2, // A value was not set at this level, but the effective (inherited) value was returned.

	k_ESteamNetworkingGetConfigValueResult__Force32Bit = 0x7fffffff
};

//
// Debug output
//

/// Detail level for diagnostic output callback.
/// See ISteamNetworkingUtils::SetDebugOutputFunction
enum ESteamNetworkingSocketsDebugOutputType
{
	k_ESteamNetworkingSocketsDebugOutputType_None = 0,
	k_ESteamNetworkingSocketsDebugOutputType_Bug = 1, // You used the API incorrectly, or an internal error happened
	k_ESteamNetworkingSocketsDebugOutputType_Error = 2, // Run-time error condition that isn't the result of a bug.  (E.g. we are offline, cannot bind a port, etc)
	k_ESteamNetworkingSocketsDebugOutputType_Important = 3, // Nothing is wrong, but this is an important notification
	k_ESteamNetworkingSocketsDebugOutputType_Warning = 4,
	k_ESteamNetworkingSocketsDebugOutputType_Msg = 5, // Recommended amount
	k_ESteamNetworkingSocketsDebugOutputType_Verbose = 6, // Quite a bit
	k_ESteamNetworkingSocketsDebugOutputType_Debug = 7, // Practically everything
	k_ESteamNetworkingSocketsDebugOutputType_Everything = 8, // Wall of text, detailed packet contents breakdown, etc

	k_ESteamNetworkingSocketsDebugOutputType__Force32Bit = 0x7fffffff
};

/// Setup callback for debug output, and the desired verbosity you want.
typedef void (*FSteamNetworkingSocketsDebugOutput)( ESteamNetworkingSocketsDebugOutputType nType, const char *pszMsg );

//
// Valve data centers
//

/// Convert 3- or 4-character ID to 32-bit int.
inline SteamNetworkingPOPID CalculateSteamNetworkingPOPIDFromString( const char *pszCode )
{
	// OK we made a bad decision when we decided how to pack 3-character codes into a uint32.  We'd like to support
	// 4-character codes, but we don't want to break compatibility.  The migration path has some subtleties that make
	// this nontrivial, and there are already some IDs stored in SQL.  Ug, so the 4 character code "abcd" will
	// be encoded with the digits like "0xddaabbcc".
	//
	// Also: we don't currently use 1- or 2-character codes, but if ever do in the future, let's make sure don't read
	// past the end of the string and access uninitialized memory.  (And if the string is empty, we always want
	// to return 0 and not read bytes past the '\0'.)
	//
	// There is also extra paranoia to make sure the bytes are not treated as signed.
	SteamNetworkingPOPID result = (uint32)(uint8)pszCode[0] << 16U;
	if ( result && pszCode[1] )
	{
		result |= ( (uint32)(uint8)pszCode[1] << 8U );
		if ( pszCode[2] )
		{
			result |= (uint32)(uint8)pszCode[2] | ( (uint32)(uint8)pszCode[3] << 24U );
		}
	}
	return result;
}

/// Unpack integer to string representation, including terminating '\0'
///
/// See also SteamNetworkingPOPIDRender
template <int N>
inline void GetSteamNetworkingLocationPOPStringFromID( SteamNetworkingPOPID id, char (&szCode)[N] )
{
	static_assert( N >= 5, "Fixed-size buffer not big enough to hold SDR POP ID" );
	szCode[0] = char( id >> 16U );
	szCode[1] = char( id >> 8U );
	szCode[2] = char( id );
	szCode[3] = char( id >> 24U ); // See comment above about deep regret and sadness
	szCode[4] = 0;
}

/// The POPID "dev" is used in non-production environments for testing.
const SteamNetworkingPOPID k_SteamDatagramPOPID_dev = ( (uint32)'d' << 16U ) | ( (uint32)'e' << 8U ) | (uint32)'v';

#ifndef API_GEN

/// Utility class for printing a SteamNetworkingPOPID.
struct SteamNetworkingPOPIDRender
{
	SteamNetworkingPOPIDRender( SteamNetworkingPOPID x ) { GetSteamNetworkingLocationPOPStringFromID( x, buf ); }
	inline const char *c_str() const { return buf; }
private:
	char buf[ 8 ];
};

#endif

///////////////////////////////////////////////////////////////////////////////
//
// Internal stuff
#ifndef API_GEN

// For code compatibility
typedef SteamNetworkingMessage_t ISteamNetworkingMessage;
typedef SteamNetworkingErrMsg SteamDatagramErrMsg;

inline void SteamNetworkingIPAddr::Clear() { memset( this, 0, sizeof(*this) ); }
inline bool SteamNetworkingIPAddr::IsIPv6AllZeros() const { const uint64 *q = (const uint64 *)m_ipv6; return q[0] == 0 && q[1] == 0; }
inline void SteamNetworkingIPAddr::SetIPv6( const uint8 *ipv6, uint16 nPort ) { memcpy( m_ipv6, ipv6, 16 ); m_port = nPort; }
inline void SteamNetworkingIPAddr::SetIPv4( uint32 nIP, uint16 nPort ) { m_ipv4.m_8zeros = 0; m_ipv4.m_0000 = 0; m_ipv4.m_ffff = 0xffff; m_ipv4.m_ip[0] = uint8(nIP>>24); m_ipv4.m_ip[1] = uint8(nIP>>16); m_ipv4.m_ip[2] = uint8(nIP>>8); m_ipv4.m_ip[3] = uint8(nIP); m_port = nPort; }
inline bool SteamNetworkingIPAddr::IsIPv4() const { return m_ipv4.m_8zeros == 0 && m_ipv4.m_0000 == 0 && m_ipv4.m_ffff == 0xffff; }
inline uint32 SteamNetworkingIPAddr::GetIPv4() const { return IsIPv4() ? ( (uint32(m_ipv4.m_ip[0])<<24) | (uint32(m_ipv4.m_ip[1])<<16) | (uint32(m_ipv4.m_ip[2])<<8) | uint32(m_ipv4.m_ip[3]) ) : 0; }
inline void SteamNetworkingIPAddr::SetIPv6LocalHost( uint16 nPort ) { m_ipv4.m_8zeros = 0; m_ipv4.m_0000 = 0; m_ipv4.m_ffff = 0; m_ipv6[12] = 0; m_ipv6[13] = 0; m_ipv6[14] = 0; m_ipv6[15] = 1; m_port = nPort; }
inline bool SteamNetworkingIPAddr::IsLocalHost() const { return ( m_ipv4.m_8zeros == 0 && m_ipv4.m_0000 == 0 && m_ipv4.m_ffff == 0 && m_ipv6[12] == 0 && m_ipv6[13] == 0 && m_ipv6[14] == 0 && m_ipv6[15] == 1 ) || ( GetIPv4() == 0x7f000001 ); }
inline bool SteamNetworkingIPAddr::operator==(const SteamNetworkingIPAddr &x ) const { return memcmp( this, &x, sizeof(SteamNetworkingIPAddr) ) == 0; }

inline void SteamNetworkingIdentity::Clear() { memset( this, 0, sizeof(*this) ); }
inline bool SteamNetworkingIdentity::IsInvalid() const { return m_eType == k_ESteamNetworkingIdentityType_Invalid; }
inline void SteamNetworkingIdentity::SetSteamID( CSteamID steamID ) { SetSteamID64( steamID.ConvertToUint64() ); }
inline CSteamID SteamNetworkingIdentity::GetSteamID() const { return CSteamID( GetSteamID64() ); }
inline void SteamNetworkingIdentity::SetSteamID64( uint64 steamID ) { m_eType = k_ESteamNetworkingIdentityType_SteamID; m_cbSize = sizeof( m_steamID64 ); m_steamID64 = steamID; }
inline uint64 SteamNetworkingIdentity::GetSteamID64() const { return m_eType == k_ESteamNetworkingIdentityType_SteamID ? m_steamID64 : 0; }
inline bool SteamNetworkingIdentity::SetXboxPairwiseID( const char *pszString ) { size_t l = strlen( pszString ); if ( l < 1 || l >= sizeof(m_szXboxPairwiseID) ) return false;
	m_eType = k_ESteamNetworkingIdentityType_XboxPairwiseID; m_cbSize = int(l+1); memcpy( m_szXboxPairwiseID, pszString, m_cbSize ); return true; }
inline const char *SteamNetworkingIdentity::GetXboxPairwiseID() const { return m_eType == k_ESteamNetworkingIdentityType_XboxPairwiseID ? m_szXboxPairwiseID : NULL; }
inline void SteamNetworkingIdentity::SetPSNID( uint64 id ) { m_eType = k_ESteamNetworkingIdentityType_SonyPSN; m_cbSize = sizeof( m_PSNID ); m_PSNID = id; }
inline uint64 SteamNetworkingIdentity::GetPSNID() const { return m_eType == k_ESteamNetworkingIdentityType_SonyPSN ? m_PSNID : 0; }
inline void SteamNetworkingIdentity::SetStadiaID( uint64 id ) { m_eType = k_ESteamNetworkingIdentityType_GoogleStadia; m_cbSize = sizeof( m_stadiaID ); m_stadiaID = id; }
inline uint64 SteamNetworkingIdentity::GetStadiaID() const { return m_eType == k_ESteamNetworkingIdentityType_GoogleStadia ? m_stadiaID : 0; }
inline void SteamNetworkingIdentity::SetIPAddr( const SteamNetworkingIPAddr &addr ) { m_eType = k_ESteamNetworkingIdentityType_IPAddress; m_cbSize = (int)sizeof(m_ip); m_ip = addr; }
inline const SteamNetworkingIPAddr *SteamNetworkingIdentity::GetIPAddr() const { return m_eType == k_ESteamNetworkingIdentityType_IPAddress ? &m_ip : NULL; }
inline void SteamNetworkingIdentity::SetIPv4Addr( uint32 nIPv4, uint16 nPort ) { m_eType = k_ESteamNetworkingIdentityType_IPAddress; m_cbSize = (int)sizeof(m_ip); m_ip.SetIPv4( nIPv4, nPort ); }
inline uint32 SteamNetworkingIdentity::GetIPv4() const { return m_eType == k_ESteamNetworkingIdentityType_IPAddress ? m_ip.GetIPv4() : 0; }
inline ESteamNetworkingFakeIPType SteamNetworkingIdentity::GetFakeIPType() const { return m_eType == k_ESteamNetworkingIdentityType_IPAddress ? m_ip.GetFakeIPType() : k_ESteamNetworkingFakeIPType_Invalid; }
inline void SteamNetworkingIdentity::SetLocalHost() { m_eType = k_ESteamNetworkingIdentityType_IPAddress; m_cbSize = (int)sizeof(m_ip); m_ip.SetIPv6LocalHost(); }
inline bool SteamNetworkingIdentity::IsLocalHost() const { return m_eType == k_ESteamNetworkingIdentityType_IPAddress && m_ip.IsLocalHost(); }
inline bool SteamNetworkingIdentity::SetGenericString( const char *pszString ) { size_t l = strlen( pszString ); if ( l >= sizeof(m_szGenericString) ) return false;
	m_eType = k_ESteamNetworkingIdentityType_GenericString; m_cbSize = int(l+1); memcpy( m_szGenericString, pszString, m_cbSize ); return true; }
inline const char *SteamNetworkingIdentity::GetGenericString() const { return m_eType == k_ESteamNetworkingIdentityType_GenericString ? m_szGenericString : NULL; }
inline bool SteamNetworkingIdentity::SetGenericBytes( const void *data, size_t cbLen ) { if ( cbLen > sizeof(m_genericBytes) ) return false;
	m_eType = k_ESteamNetworkingIdentityType_GenericBytes; m_cbSize = int(cbLen); memcpy( m_genericBytes, data, m_cbSize ); return true; }
inline const uint8 *SteamNetworkingIdentity::GetGenericBytes( int &cbLen ) const { if ( m_eType != k_ESteamNetworkingIdentityType_GenericBytes ) return NULL;
	cbLen = m_cbSize; return m_genericBytes; }
inline bool SteamNetworkingIdentity::operator==(const SteamNetworkingIdentity &x ) const { return m_eType == x.m_eType && m_cbSize == x.m_cbSize && memcmp( m_genericBytes, x.m_genericBytes, m_cbSize ) == 0; }
inline void SteamNetworkingMessage_t::Release() { (*m_pfnRelease)( this ); }

#endif // #ifndef API_GEN

#endif // #ifndef STEAMNETWORKINGTYPES
